Hey,
I kind of managed to render WorldNormals into GBufferA in the PrePass (already posted about that here [Foveated Rendering] Pupulate GBufferA in Prepass & Offline Texture Preprocessing - Engine Source & GitHub - Unreal Engine Forums ).
There are still two issues:
- Some meshes’ normals are not identical to what BasePass-Rending produces
- In every mesh there are these ‘gridish’ artifacts (maybe resulting from WorldMaterialGrid?) I was’nt able to figure it out yet
Hopefully someone can help me!
Thanks in advance!
Best,
Ceron